Currently AI is acting pretty bad, must be due to factories' build power per price. It's my highest priority to fix it. Please report other bugs if encountered.

Avaliable on PAMM.

Playing guide.

Initial build:
--Tech 0 factories added for faster initial build. Probably wouldn't want to start game with air as small groups of aircraft are easy to counter.

Invading:
--Orbital fabbers and combat fabbers can't build teleporters. Only commanders and advanced(non-combat) fabbers can.
--Transports can transport only land units but not commander.
--Unit cannon can't build fabbers.
--Combat factories have double build power per price but use more energy. Useful for faster base building on enemy-controlled territory. Can be build by combat fabbers only (in addition to vanilla there is an air combat fabber).

Some units.

Land defenses:
--Combat fabbers can build extra turrets and artillery.
--Vanilla artillery is better against units with much health (structures, commander, if it's not moving). Plasma artillary and missile launcher are be tter against big groups of units.

Land mobile:
--Swarms of Doxes are good against heavy units, especially artillery.
--Sompers(adv assault bot), shotgun tanks are good against Doxes.
--Sniper bots are good against all bots. Or at least they should be, didn't test thoroughly.
--Raptor bot(t2) is better against defences than some other units. Also probably good against tanks. Needs testing. May change.
--Losng range units (missile bot, artillery tank, mortar tank) are good against whateve has less range. Missile bot, mortar tank are better against big groups of units. artillery is better against defenses.
--Flame bot is good against unprotected structures.
--Raptor bot and heavy tank are only amphibious units besides commander. Heavy tank has torpedoes.
--Megatank is super destructive but can be counter by longer range units.

Naval:
--Tech 0 torpedo boat and Barracuda(t1 sub) have torpedoes. Torpedoes are good against naval, but not so good against naval structures.
--Only torpedoes and t2 bomber bombs can hit submerged units.
--Submarines can see mobile naval units, torpedo launcher and sonars on radar. Some naval units (scout, destroyer battleship, subs) can see subs on radar.
--Radar can't detect subs. Sonar, sea scout and battleship can.
--Stingray(missile ship) has short range anti-surface missiles but no anti-air.
--Kraken(missile sub) has long-range tactical missiles.

Air:
--Basic fighter will target fighters first, interceptor will target bombers first. I intended to make it so that fighters beat interceptors if both groups cost the same.
--I wanted Phoenix to be orbital fighter as well as air, but it was acting buggy, so it's only air as in vanilla.
--Kestrel (gunship) has special fire attack - anti-surface missile.
--There is t2 bomber that fires missiles and another one that drops bombs that can hit submerged units.
--Transport and spy plane have point defense (can shot down missiles near itself in low quantities).
--Spy plane is invisible to radar.

Orbital:
--Buzzer is weakest, only good against unarmed orbital. Or at least it will be in future update.
--Fighter - good against orbital artillery.
--Destroyer - good againt fighters.
--Artillery - good against destroyer.
--Bombardment spaceship - good against big groups of surface units, has no anti orbital weapons.
--SXX - better then bombardment ship for snipes and building destruction, but worse fo large groups of units destruction.
--None of surface units other then Umbrella can attack orbital or drop pods.

Superunits:
--Superunits can be build with advanced fabbers.
--Gunship and bot have AA.
--Bot is long range.
--Tank has most DPS.

Update 58 (17 jun 2015)

Fixed: naval advanced fabber is buildable.

Update 57 (11 jun 2015)

Fixed teleporter crash.

Update 56 (10 jun 2015)

Updated for game version 82834.
Basic orbital defense can now shoot down unit cannon pods.

Update 55 (01 jun 2015)

Fixed AI for game version 82369.

Update 54 (01 jun 2015)

Updated for game version 82369.
No other changes this time, working on the big thing in the backgroung.

Update 5.3 (26 apr 2015)

Fixed mine and Boom bot crash.
Fixed tactical missile shooing at the ground.
New build bar that fits in lowres screens.
Superusnits now buildable with non-combat advanced fabbers too.
Units now can fire at submerged land units. Submerged superunits and commander can fire at non-submerged units. It is not possible to make it so that land units can fire at submerged superunits only, so it's ether they can fire at all submerged land units or non (Megabot is always way high above the water).

Bug fixes:
-Interplanetary fighter in-game as it was supposed to be for some time.
-Teleporter cost reduced from 10000 to 5000 as it was supposed to be for some time.
-Othes small fixes.
New units added:
-Point defense vehicle (shots down small tactical missiles).
-Radar vehicle (replaced land scout, which is now light attack vehicle).
-Advanced combat fabrication vehicle.
-Megatank, can be build by advanced combat fabber.
-Medium range artillery (uses scaled down old advanced artillery model), can be build by advanced combat fabber.
-Orbital bombardment spaceship.
Other stuff:
-Wall is wider.
-Plasma artillery now can be build by advanced combat fabber only.
-Basic combat fabbers and advanced vehicle combat fabber don't auto repair.
-Advanced bot combat fabber can auto-repair, but can build nothing.

The cost difference in t1 threw me a bit; once I adjusted the unit mix thing went much better. Looks like everything uses energy to fire? Probably won't have time to dig into it, but the one game was fun.

Less difference between basic/advanced with exceptions (power gen, nuke, naval...).
3 new units (old models used): flame bot, anti-tank gun bot, another artillery tank (one is more useful against structures - deals more damage (excessive against mobile units), other has higher fire rate but less dps). Some other units changed purposes: inferno now fires like a shotgun (not my idea - someone else on the forum suggested a shotgun bot), grenadier is a t1 aa bot.
Land armies get destroyed very fast atm but this may change in future releases.

Out of curiosity, why'd you give the inferno the shotgun? I thought it was fine as it is. I would have given it to the slammer.

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Because inferno would be just a weaker version version of vanguard and I wanted units to be more unique. Less of a point to have both especially when there is a flame bot. As for slammer, it plays it's purpose already as anti-dox unit because of higher range, but has less dps, makin doxes more useful unprotected buildings and some other stuff.

Less difference between basic/advanced with exceptions (power gen, nuke, naval...).
3 new units (old models used): flame bot, anti-tank gun bot, another artillery tank (one is more useful against structures - deals more damage (excessive against mobile units), other has higher fire rate but less dps). Some other units changed purposes: inferno now fires like a shotgun (not my idea - someone else on the forum suggested a shotgun bot), grenadier is a t1 aa bot.
Land armies get destroyed very fast atm but this may change in future releases.

Click to expand...

How exactly did you add units to the game? I still can't manage to get it to show up in the factory's build bare.

Less difference between basic/advanced with exceptions (power gen, nuke, naval...).
3 new units (old models used): flame bot, anti-tank gun bot, another artillery tank (one is more useful against structures - deals more damage (excessive against mobile units), other has higher fire rate but less dps). Some other units changed purposes: inferno now fires like a shotgun (not my idea - someone else on the forum suggested a shotgun bot), grenadier is a t1 aa bot.
Land armies get destroyed very fast atm but this may change in future releases.

Click to expand...

How exactly did you add units to the game? I still can't manage to get it to show up in the factory's build bare.

Click to expand...

1) Copypast unit .json files, make some changes. 2) Add unit_list.josn(was already there, were removed from the game at some point). 3) Add to build.js. In square brackets there is a category and a build bar slot 0-15 left to right top to bottom.

1) Copypast unit .json files, make some changes. 2) Add unit_list.josn(was already there, were removed from the game at some point). 3) Add to build.js. In square brackets there is a category and a build bar slot 0-15 left to right top to bottom.

Click to expand...

0-14 only! 15 is an invalid value. Not accessible by shortcuts and most likely won't be displayed either.

1) Copypast unit .json files, make some changes. 2) Add unit_list.josn(was already there, were removed from the game at some point). 3) Add to build.js. In square brackets there is a category and a build bar slot 0-15 left to right top to bottom.

Click to expand...

0-14 only! 15 is an invalid value. Not accessible by shortcuts and most likely won't be displayed either.

The main issue I see is that everything is a glass cannon. Everything except tanks dies in one shot to everything, and tanks are one shot by bombers. While the ideas you have here have promise, at present the mod fails to create a compelling balance.

The main issue I see is that everything is a glass cannon. Everything except tanks dies in one shot to everything, and tanks are one shot by bombers. While the ideas you have here have promise, at present the mod fails to create a compelling balance.

Click to expand...

I understand what you mean. It wasn't my intention in the first place for thing to die that fast, but it just turned out like this and I kinda liked it. Because stuff happens faster it's harder to control and one small mistake doesn't necessary leads to defeat. I also like many explosions I may change things later though.

Dox cost half that of tanks. Factories build at the same rate. Dox die after 20 shots from another dox (they shoot 10 shots per second from each arm, or 20 shots total) and are one shot by just about anything else.